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Scale, Flame, and Spell dragon class race 5e

The document outlines the concept of playing dragons as player characters in a fantasy role-playing game, detailing their physical traits, abilities, and classifications into various types such as Chromatic and Metallic dragons. It describes the unique characteristics of each dragon type, including their elemental affinities, behaviors, and social structures. Additionally, it provides rules for character creation, including traits, skills, and the growth process of dragons through adventuring and magical experience.

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0% found this document useful (0 votes)
22 views12 pages

Scale, Flame, and Spell dragon class race 5e

The document outlines the concept of playing dragons as player characters in a fantasy role-playing game, detailing their physical traits, abilities, and classifications into various types such as Chromatic and Metallic dragons. It describes the unique characteristics of each dragon type, including their elemental affinities, behaviors, and social structures. Additionally, it provides rules for character creation, including traits, skills, and the growth process of dragons through adventuring and magical experience.

Uploaded by

kitariki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Scale, Flame, and Spell

Dragons as Player Characters (ver 1.1)


ragons are the hot, passionate beating heart

D
Draconic Power and Grace
of fantasy. They exist in almost every culture,
inspiring fear and reverence. They’ve defined Dragons possess four legs, with the front two able to
a genre. They’re half the name of the game! almost pass for arms with clawed hands. They have
Dragons are so popular that there are forty-six long necks and elongated heads. Their large jaws are
dragons in the base game ranging from CR full of sharp, slicing teeth, and they drip with elemental
1/4 all the way to 24! There’s even an entire energy from a breath that grows more powerful with
race of kobold dragon worshipers, and multiple every day. They are born with weak wings that still need
adventures surrounding dragons. time to grow, though they are quickly able to hop and
But what if that’s not enough? Some paladins may dash with them. Most dragons have bat-like wings, but
quest for a dragon mount. Some play a dragonborn, a some (brass and gold) have fin-like wings that run the
wizard who polymorphs into dragons, or a sorcerer with length of their body and tail. Their tail makes up about
draconic power. But for some, the true desire is to half of their total length.
command the beast itself, in all its terrifying glory. For Though they all have similarities, they possess vivid
them, the only thing that will satisfy is playing a true coloration and bold head ornamentation that make each
dragon. breed easily identifiable. Spikes typically run down their
This class represents the dragon aging through backs, and their entire body is covered in an
magical growth. Groups can decide to limit Dragon interlocking coat of scales. They are the size of small
Class levels by the dragon character’s age, and require dogs when they are born, with feline posture and grace
multiclassing in the mean time, but the default and a serpentine length.
assumption is growth through adventuring expertise Solitary Beasts
and innate magic.
The dragon is presented as both a race and a class, Dragons belong to no united kingdom. Young dragons
encapsulating inborn abilities as well as those which are typically solitary, adult dragons often live in mated
come and grow with age. Some caveats have been made pairs, and older dragons are solitary again. But dragons
for player character balance, such as the limited and are intelligent, and some value the strength and
delayed access to flight, and other abilities are new companionship of allies, and seek to become a part of
compared to the base dragons. It fills a similar group something ever so slightly larger than themselves.
role as the Barbarian or the Fighter, with a bit of the Whether it’s to amass a fortune to start a horde, to fight
Monk’s mobility and resistance. off one’s enemies and make the world a better place, or
to test one’s might, some dragons strike out into the
Race: True Dragon world and become adventurers.
Dragons may grow to be powerful enough to rival the Dragon Names
gods, but everyone must start somewhere. Dragons are
born small but are hardly helpless. Even fresh out of Dragons bear one name, either given to them by their
their egg, they are as formidable as an armed warrior, parents or picked for themselves. Dragon names are
possessing hard scales and razor-toothed jaws. They are long and polysyllabic, with a harsh and hissing sounds
capable of eating nearly anything, be it meat, plants, or like K, X, and S. Dragons often gain titles, but these are
even stone. usually bestowed, or branded, upon them by
humanoids. Because of a dragon’s pride, their names
Haughty and Proud are typically unique; one would be admitting that they
A dragon’s emotions are dominated by greed, pride, and aren’t good enough on their own if they were to bear the
wrath, even the best among them. Dragons are grouped name of another.
into the malevolent Chromatic Dragons, and the
benevolent Metallic Dragons. Though their
personalities can be loosely defined by their origins,
they are still unique, mortal beings, and can vary greatly.
Above all, a dragon knows one thing; they are the
pinnacle of creation.

1
Dragon Hatchling Traits hisses, resonant sounds, and bestial growls that make
even your sweetest words clearly feral.
Your dragon hatchling character has the following traits
as a result of their physiology. Black Dragon
Ability Score Increase. Your Constitution score Cruel and vile, black dragons are among the most
increases by 2, and your Charisma score increases by 1. sadistic of their kind. They favor trickery and ambush.
Age. Dragon hatchlings learn very quickly, and are Black dragons have glossy black scales on their heads,
able to fend for themselves within days of hatching. You limbs and back, and yellow scales upon their bellies,
are between 0 and 4 years old. with swampy green flesh between the phalanges of their
Alignment. Dragon hatchlings run the gamut of wings. A webbed crest rises from the center of their
alignments. Those of metallic ancestry lean towards head and runs down their neck, and an imposing pair of
good alignments (bronze, gold, silver are lawful good, bony horns curls out from behind their eyes and thrusts
brass and copper are chaotic good), while those of forward. Their teeth are perpetually exposed and their
chromatic ancestry lean towards evil alignments (blue faces are sunken and skull-like. Hailing from fetid
and green are lawful evil, while black, red, and white are swamps, black dragons are creatures of stealth, and are
chaotic evil). at home in the water and the land.
Size. Only recently hatched, and standing Energy Affinity. Your racial energy affinity is acid.
quadrupedal, a dragon hatchling stands nearly 2 feet tall Amphibious. You can breathe air and water.
at the shoulder, and around 4 feet long nose to tip of the Swim. You have a swimming speed equal to your land
tail (about half of that tail). Their bones are strong, yet speed.
light, so they only weigh around 40 to 50 pounds. Your Skulker. You have proficiency in the Stealth skill.
size is Small.
Speed. Your base walking speed is 25 feet. You gain
Blue Dragon
an additional movement mode from your color choice; The most proud of the dragons, they rule over lands too
see below. hostile for others. Blue dragons have iridescent blue
Darkvision. Dragons have keen senses, and while scales matching the clearest of skies upon their bodies,
yours have yet to fully develop, you have superior vision except for sandy yellow on their bellies and their wing
in dark and dim conditions. You can see in dim light membranes. They have rows of backwards facing spikes
within 60 feet of you as if it were bright light, and in along their spine, running the length of their neck, back,
darkness as if it were dim light. You can’t discern color and tail, and large blue horns thrusting back from where
in darkness, only shades of gray. a human’s ears would be. Their faces are snubish and
Draconic Lineage. You have the dragon type, and are dog-like, and they possess a single large yellow horn
not a humanoid for the purpose of spells and other upon their nose, like a rhino’s. Blue dragons are native
effects which target humanoids (such as the charm to the desert, badlands, and coasts, where they can hide
person spell). among the sky or bury themselves in the sand and
Energy Affinity. You have resistance to the energy rocks.
type listed in your subrace. Choose from the subraces Energy Affinity. Your racial energy affinity is
below. lightning.
Draconic Armaments. A dragon’s body is its weapons Burrow. You have a burrowing speed equal to half
and armor. You possess a bite attack that deals 1d6 your current land speed (rounded down to the nearest 5
piercing damage. Your bite counts as a finesse weapon feet). You cannot move through solid rock. You do not
(allowing you to use Strength or Dexterity for the attack leave a tunnel behind you.
and damage rolls), but it has no other properties. You Liar. You have proficiency in the Deception skill.
also possess hard scales that provide considerable
protection. While you are wearing no armor, your AC
equals 15.
Equipment Limitation. Because of your claws, you
cannot wield weapons or use tools designed for
humanoids. You can also not wear armor fitted to
humanoids. You can wear barding if properly sized, but
medium or heavy barding would interfere with your
wings. Barding does not stack with your inherent AC.
Languages. You can speak, read, and write Common
and Draconic, though writing may amount to scratching
with your claws or dipping them into ink. Draconic is
thought to be one of the oldest languages and is often
used in the study of magic. You speak with serpentine

2
Brass Dragon Majestic and grand, gold dragons are virtuous enemies
Extroverted and gregarious, brass dragons enjoy of evil. Their muzzles and jaws are lined with thick
company and conversation. Their scales begin a muted dangling whiskers, and their heads are framed with four
brown with warm tinges of fiery brass and green horns that rise away like a sunburst. The scales upon
tarnished edges to the membranes of their wings. their body are a rich gold, paler like 10 karat upon their
Instead of wings that resemble hands with elongated belly and vibrant like 24 karat upon their face and back.
fingers, their wings are lead by powerful arms and held Their wings are held up by singular arms and run along
outward by rows of spines running down their backs. spines running the length of their body and tails like
Their heads are framed with large shield-like plates, long fins. They dwell in secluded places of beauty, but
with a face like a dinosaur’s. Brass dragons enjoy hot also have a fondness for living disguised amongst
and dry climates, especially deserts. humanoids.
Energy Affinity. Your racial energy affinity is fire. Energy Affinity. Your racial energy affinity is fire.
Burrow. You have a burrowing speed equal to half Amphibious. You can breathe air and water.
your current land speed (rounded down to the nearest 5 Swim. You have a swimming speed equal to your land
feet). You cannot move through solid rock. You do not speed.
leave a tunnel behind you. Medic. You have proficiency in the Medicine skill.
Tale Spinner. You have proficiency in the Deception Green Dragon
skill. Cunning and treacherous, green dragons possess short
Bronze Dragon tempers and often fight to gain power over others.
Bronze dragons are calm and calculating, and are Green dragons have scales of vivid green that match
curious of humanoid civilization and warfare. Their those of vegetation. Their faces are vaguely crocodilian,
scales begin yellow with stripes of green, but deepen thin and narrow with a curved jawline. They possess a
and darken into a rustic bronze as they age. Their heads crest that runs from behind their eyes and runs down
are defined by a fluted crest built upon a frill of their spine, and spikes on the side of their head that run
backwards facing spines, like that of a ceratopsid. To down the backs of their jaw. They have longer limbs
help them swim, they have webbed fingers and than most, as well as a longer neck and tail, with a
limbs, and they use their wings for a powerful breast- relatively smaller body. They dwell in the forests and
stroke. Bronze dragons dwell within secluded coastlines marshes, preferring wetlands or wooded lakes.
and lair in caverns beneath the waves. Energy Affinity. Your racial energy affinity is poison.
Energy Affinity. Your racial energy affinity is Amphibious. You can breathe air and water.
lightning. Swim. You have a swimming speed equal to your land
Amphibious. You can breathe air and water. speed.
Swim. You have a swimming speed equal to your land Skulker. You have proficiency in the Stealth skill.
speed. Red Dragon
Nature’s Friend. You have proficiency in the Survival
skill. The epitome of greed and vanity, red dragons are the
terrible icons all think of when they hear “dragon”.
Copper Dragon Their scales start out a vibrant scarlet, like smoldering
Jokers, pranksters, and riddlers, copper dragons take flame or fresh spilled blood. They have distinctive
little serious except protecting what is theirs. They are swept-back horns starting at their brow and a frill along
just as apt to capture an enemy as they are to fight it, their spines and jaws. Their beaked jaws possess a
and they enjoy company for as long as that company beard of spines and brutal exposed teeth. Their wings
enjoys their humor. Their heads are framed by brow are large for their size, and their edges are darkened
plates that grow back into long horns built from and pitted like burnt metal. Red dragons come from the
overlapping plates. Their scales are rich and coppery, mountains, and have a preference for high vantage
growing tarnished and green with age. Copper dragons points.
come from hilly and rocky highlands, bringing them into Energy Affinity. Your racial energy affinity is fire.
frequent conflict with red dragons, a conflict they prefer Climb. You have a climbing speed equal to your
to avoid whenever possible. current land speed.
Energy Affinity. Your racial energy affinity is acid. Liar. You have proficiency in the Deception skill.
Climb. You have a climbing speed equal to your
current land speed.
Prankster. You have proficiency in the Deception
skill.
Gold Dragon

3
Silver Dragon Feature: Tyrant Among Beasts
Friendly and social, silver dragons are cheerful and Though young, you are still a true dragon, and as such
helpful of others. Their scales are smooth, locking so you command fear, respect, and reverence among
tight that they almost appear to be molded from a single certain beings. You are tended to by three kobolds (use
piece of silver. Their mouths curl like laughing smiles, commoner stats, modified by kobold NPC modifiers).
and their jaws are lined with beard-like spines. Their They are your eyes and ears, and can watch your
most striking feature is the tall spiny frill that runs along treasure, handle your mundane tasks, or serve as
their head like a mohawk. Silver dragons prefer cloud- disposable emissaries to send to dangerous contacts.
kissed mountain homes, fearing nothing from their They will not follow you into obviously dangerous areas,
bitter winds and chilling snow. and will not fight for you. If one should die (or you
Energy Affinity. Your racial energy affinity is cold. should kill one to make an example), it is replaced
Climb. You have a climbing speed equal to your within a week; if they all die, you’ll have to work at
current land speed. gathering a new crew.
Secretive. You have proficiency in the Deception skill.
Metallic Dragon
White Dragon
Bestial and feral, other dragons see white dragons as You grew up sheltered and protected by an older
nothing more than draconic animals. They are vicious dragon, learning from them and following in their
and cruel, cold and heartless. A white dragon’s scales mighty footsteps. You know what it truly means to be a
glisten like fresh snow, as if covered in a sparkling dragon, how to sway others with wise and charming
sheen of frost. Their faces are avian, with jaws that open words, and how to properly venerate the dragon god
to frightening size. They have a solitary backwards Bahamut. You’ve entered the world with a head start,
facing horn that grows out the back of their head, with foreknowledge of your true allies and enemies.
Skill Proficiencies: Religion, Persuasion
sporting a frill connecting to the back of their short Languages: Two of your choice
neck. White dragons come from the frozen wastes, and Equipment: 40 gp of Treasure, such as rare coins,
are at home burrowed into the frigid tundra and ice. gemstones, or other valuable trinkets.
Energy Affinity. Your racial energy affinity is cold.
Burrow. You have a burrowing speed equal to half Feature: Draconic Mentor
your current land speed (rounded down to the nearest 5 More cooperative than their chromatic cousins, a
feet). You cannot move through solid rock. You do not metallic dragon’s independence is tempered by their
leave a tunnel behind you. desire to mold the next generation. You have one such
Brute. You have proficiency in the Athletics skill.
mentor, quite possibly a parent or an older sibling. You
always having a home away from home and a powerful
Draconic Backgrounds ally you can confide in. In addition, you can name drop
Dragon characters can choose from the backgrounds your mentor and curry favor or garner respect from
available to all characters. If your dragon character draconic beings or those that hold metallic dragons in
grew up among humanoids, you may want to select one high regard or reverence.
of the standard backgrounds. If you find that the
available backgrounds don’t represent your dragon,
such as a dragon who was hatched among their own
kind, you may choose one of the following backgrounds.
Chromatic Dragon
You grew up on your own, your eggs left hidden by your
mother, forced to fend for yourself from the moment you
were born. You competed with your siblings, and had to
learn to be the strongest, or at least appear to be the
strongest.
At some time during your early months, you found
yourself amongst your race’s faithful worshipers, the
kobolds. Whether these kobolds adopted you, or
whether you cowed them with your draconic majesty,
they happily dote on you or fearfully obey your whims.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your choice
Equipment: 40 gp of Treasure, such as rare coins,
gemstones, or other valuable trinkets.

4
Class: Dragon interested in). Second, choose the chromatic or metallic
The rampaging drake. The elemental wyrm. The dragon background. Last, decide the nature of your
sorcerous serpent. With colors ranging the spectrum of starting hoard, such as coin, gem, or trinket
the rainbow and the coin purse, dragons come in many composition.
varieties. The word “dragon” brings an image to The Dragon
everyone’s mind, but no two images are the same.
Whether a noble protector of what is right, or a Proficiency Breath

greedy monster out to take what they deserve, dragons Level Bonus Weapon Features

are proud, hailing from one of the oldest and most 1st +2 — Draconic Lineage, Draconic

powerful creatures on the material world. But even Senses, Dragon Wings

beings whose power can rival the gods have to start 2nd +2 3d6 Dragon Breath, Energy

somewhere. 3rd +2 3d6


Immunity
Draconic Archetype, Alternate
Living Weapon Form
4th +2 4d6 Ability Score Improvement
Dragons are beasts of fang and claw, wing and terrible 5th +3 5d6 Age Category (Wyrmling)
breath, and innate magic. They are powerful in melee, 6th +3 5d6 Dragon Wings (Short flight)
with formidable natural weaponry and defenses. They 7th +3 6d6 Archetype Feature
are mobile combatants, using their wings to leap around 8th +3 7d6 Ability Score Improvement
and eventually fly through the battlefield. With their 9th +4 7d6 Dragon Magic
breath weapon, they excel at taking on hordes of weaker 10th +4 8d6 Draconic Resilience
enemies, and their potent bites and claws excel at 11th +4 9d6 Age Category (Young)
fighting single foes. As they grow older, they become 12th +4 9d6 Ability Score Improvement
more resilient, and their magic adds new capabilities. 13th +5 10d6 Archetype Feature
While they begin small, their size grows with age, 14th +5 11d6 Dragon Wings (True Flight)
marking new stages in their power. 15th +5 11d6 Dragon Magic
16th +5 12d6 Ability Score Improvement
Age and Power 17th +6 13d6 Recharge Breath
Dragons start out as dangerous beasts from the 18th +6 13d6 Frightful Presence, Archetype
moment they hatch, and they only get stronger with age. Feature
Some say the accumulation of treasure increases a 19th +6 14d6 Ability Score Improvement
dragon’s power, encouraging some to adventure and 20th +6 15d6 Living Legend
see the world. Young dragons are more likely than Optional Rule: Multiclassing
adults to travel, not yet having the instinct to establish a If your group uses the optional rule on multiclassing,
lair. here’s what you need to know if you choose dragon as
Creating a Dragon one of your classes.
First Class. Members of the True Dragon race must
The dragon class is only accessible to the dragon take their first class level in the Dragon class. Discuss
hatchling race. There you chose your draconic lineage, with your DM how aging and leveling will be handled.
be it a chromatic color or a metallic metal. Are you a Ability Score Minimum. As a multiclass character,
common example of your kind, be it a talkative brass or you must have at least a Strength score of 13 to take a
a hateful red? Or are you uncommon, like a green who level in another class.
cares about their forest home or a silver who thinks they Spell Slots. If your dragon archetype grants spell slots
should rule the world? (like the Serpent archetype), add one third your levels
Most dragons want little more than than a safe (rounded up) in the dragon class to the appropriate
territory, a defensible lair, an enviable hoard, and levels from other classes to determine your available
respect (or fear), but you’re different. What drives you to spell slots.
adventure? Do you have grand plans, or just believe it is
your duty to make the world a better place? Is there
simply more treasure to be gained in the wider world, or
are you above such greedy needs? Decide what sets you
apart from your solitary kin.
Quick Build
You can make a dragon quickly by following these
suggestions. First, make Strength your highest ability
score, and make Constitution or Charisma your second
highest score (depending on which archetype you’re
5
Class Features Dragon Wings
As a dragon, you gain the following class features While you were born with your wings, they take time
Hit Points and exercise to mature. You have some limited use of
1d12 per dragon level your wings, represented in various abilities which utilize
Hit Dice:
12 + your Constitution a bonus action or a reaction. As you age and gain levels,
Hit Points at 1st Level:
Modifier your wings improve.
Hit Points at Higher Levels: 1d12 (or 7) + your Aided Leap
Constitution modifier per dragon level after 1st While your wings are not strong enough yet to allow you
Proficiencies to fly, you can use them to propel you. You can use the
None Dash action as a bonus action on your turn, and your
Armor:
None jump distance is both doubled and not penalized if you
Weapons:
None make a standing jump. Each foot of distance you clear
Tools:
with your jump costs a foot of movement, as usual.
Saving Throws: Constitution, Charisma Shielding Wings
Skills:Choose three from Arcana, Athletics, You are able to use your wings to block and interfere
Deception, History, Insight, Intimidation, with your opponent’s attacks. As a bonus action, you
Investigation, Perception, and Persuasion. can gain a +2 bonus to your Armor class until the start
Equipment of your next turn.
You start with the following equipment, in addition to Slowed Descent
the equipment granted by your background: If you fall, as a reaction, your rate of descent slows to 60
(a) a dungeoneer’s pack or (b) an explorer’s pack
feet per round until you land as you open your wings
50 gp worth of treasure (such as 5 10 gp gemstones, and hold them rigid. When you use this ability, you take
50 gp, or a mix of gems and coins) no falling damage and land on your feet.
Short Flight
Draconic Lineage Starting at 6th level, your wings have become strong
Your draconic lineage is decided upon your racial enough to allow you to fly to a limited degree. As a
package: Black, Blue, Brass, Bronze, Copper, Gold, bonus action, you gain a fly speed equal to your land
Green, Red, Silver, and White. Your choice of color speed for one round, but you automatically fall at the
determines the energy type of your breath weapon (see end of your turn if you do not end your turn on solid
below) and your energy immunity (see below), as well as ground. When you use this bonus action to fly, your
your dragon magic feature later. space increases by 5 feet on each side, and you cannot
This elemental power builds within you and threatens fly if you would need to squeeze to fit in your space. For
to escape. When you hit with your bite attack, you deal instance, a 6th level dragon’s space increases to 10 by
an additional 1d4 points of damage of your lineage’s 10 ft.
energy type. This damage improves as you increase in True Flight
age category (see below). Starting at 14th level, you become far more adept flier,
Draconic Senses and no longer need to land. You gain a fly speed equal to
A dragon’s senses are especially keen, attuned to sights, your land speed (you can still use your bonus action for
sounds, and even smells and vibrations that other aided leap to dash and increase your speed). While you
beings may miss. You gain blindsight with a 10 ft radius. fly, your space increases by 5 feet on each size, and you
Blindsight allows you to perceive your surroundings cannot fly if you would need to squeeze to fit in your
without relying on sight, within the specified radius. space. For instance, a 14th level dragon’s space
This counters certain kinds of invisibility (like the increases to 15 by 15 ft. This replaces your Short Flight
invisibility spell), but not others (like etherealness), but ability.
you still need to make Wisdom (Perception) checks to
locate hidden creatures (they just are not able to use
invisibility or darkness to hide, but they may use cover
to hide). Neither blindness nor deafness will negate your
Blindsight.
At 11th level, your blindsight reaches a 30 ft. radius
and your darkvision improves to 120 ft.

6
Dragon Breath When you take on your alternate form, you
always transform into the form of the same
Starting at 2nd level, your draconic power has grown, individual, and can be recognized as such by
and you can now manifest the dragon’s chief ability; those familiar with your alternate form.
your breath weapon. You can use an action to exhale While not recognizable as a dragon,
destructive energy. Your energy affinity determines the your alternate form has a telltale sign
damage type, and your subrace determines the size and hinting at your draconic nature,
shape of the exhalation: it is a 30 ft line for black, blue, such as eyes or hair
brass, bronze, and copper dragons, and a 15 ft cone for matching your
gold, green, red, silver, and white dragons. This size dragon color.
increases as you gain levels (see Age Category below).
When you use your breath weapon, each creature in
the area of the exhalation must make a saving throw,
the type of which is determined by your draconic
lineage: Dexterity for Black, Blue, Brass, Bronze,
Copper, Gold, Red, and Constitution for Green, Silver,
and White. You use your Constitution modifier when
setting the saving throw DC for your dragon breath.
Breath Weapon Save DC = 8 + your proficiency
bonus + your Constitution modifier

A creature takes 3d6 damage of your lineage’s energy


type on a failed save, or half as much on a successful
save. As you gain levels, your breath weapon’s damage
increases, as shown on the Dragon table.
Once you use your breath weapon, you must complete
a short or long rest before you can use it again.
Energy Immunity
Starting at 2nd level, the elemental power of your
breath weapon enhances your energy resistance. You
gain immunity to damage from your energy affinity: Acid
for black and copper, Cold for silver and white, Fire for
brass, gold, and red, Lightning for blue and bronze, and
Poison for green. This immunity replaces your racial
energy resistance. Most intelligent creatures know of a
dragon’s energy resistance, but it will protect you from
your own breath.
Draconic Archetypes
At 3rd level, you choose which draconic archetype you
wish to follow. Choose Drake, Serpent, or Wyrm, which
are detailed at the end of the class description. The
archetype you choose grants you features at 3rd, 7th,
13th, and 17th levels.
Alternate Form
At 3rd level, you learn to hide your draconic form under
a humanoid form, and back again, as an action. This is a
transmutation effect, similar to the alter self spell,
except it has no duration and does not require
concentration. When you first transmute to your
alternate form, choose a humanoid race (most
commonly dwarf, elf, halfling,
or human). Once this choice has been made, it
cannot be changed.

7
Breath weapon table
Age Age Claws
Level Category Equivalent Size Bite Damage (Reach) Damage AC Speed Breath Weapon Size
1st Hatchling 0 to 4 years Small (5 by 5 ft) 1d6 piercing + 1d4 energy (5 ft) — 15 25 ft 30 ft. line or 15 ft
cone
5th Wyrmling 5 to 15 years Medium (5 by 5 1d10 piercing + 1d8 energy (5 ft) 1d6 slashing 16 30 ft 30 ft line or 15 ft
ft) cone
11th Young 16 to 100 Large (10 by 10 2d10 piercing + 1d12 energy (10 2d6 slashing 17 40 ft 60 ft line or 30 ft
years ft) ft) cone

The form matches your sex, and its size is determined benefits (summarized in the dragon age categories table
by its race, but it’s age and other features are below):
determined by you when you first take on the form. As Natural Armor: Your scales harden and your defense
you age and grow, you can choose to have your alternate improves. At 5th level, your AC while unarmored
form age relatively with you, or you can choose to leave increases to 15. At 11th level, this increases to 16.
it ageless. Size and speed: As you age, you grow in size. You are
When you adopt your alternate form, your statistics constantly growing level by level, but at each threshold
remain the same, except you do not have access to your you pass the into a new category. At 5th level, you
draconic armaments (except your armor class), breath become Medium sized, with a space of 5 ft by 5 ft. Your
weapon, or dragon wings, your size is that of the race speed increases to 30 ft, which applies to your racial
you chose, and your speed is 30 ft. When you adopt your speeds and flight speeds as well. At 11th level, you
alternate form, equipment that you are wearing changes become Large sized, with a space of 10 ft by 10 ft. Your
size to accommodate your humanoid size and shape, speed increases to 40 ft., which applies to your racial
except for mundane barding. When you transform back speeds and flight speeds as well.
into your draconic form, weapons carried and armor Bite: As you grow, your jaw grows larger and more
and clothing worn by your humanoid form merge with powerful. Additionally, the elemental energy of your
you and becomes nonfunctional, except you do still breath leaks more with every bite. At 5th level, your bite
retain access to their magical bonuses and features; an damage increases to 1d10 piercing damage and 1d8
armor’s magical AC bonus is added to yours, and a damage of your lineage’s energy type. At 10th level, your
weapon’s features are added to your draconic bite damage increases to 2d10 piercing damage and
armament attacks. 1d12 damage of your lineage’s energy type, and it’s
You also gain proficiency in simple weapons. Your reach also increases to 10 ft.
natural form’s claws lack the ability to wield weapons, Claws: Your claws grow more robust, enough to
but your alternate form doesn’t have this shortcoming. function as a weapon. At 5th level, you gain an attack
Ability Score Improvement
with your claws. Whenever you take the attack action on
your turn and attack with your bite attack, you may also
When you reach 4th level, and again at 8th, 12th, 16th, make an attack with your claws. Your claws deals 1d6
and 19th, you can increase one ability score of your damage, and adds either Strength or Dexterity to its
choice by 2, or you can increase two ability scores of attack and damage rolls. It is a finesse weapon with a
your choice by 1. As normal, you can’t increase an reach of 5 ft. At 11th level, your claw attack’s damage
ability score above 20 using this feature. increases to 2d6.
Age Category
While there are skills and talents you can learn, the bulk
of a dragon’s power comes from its age. Under normal
circumstances, a dragon must let the years pass to age,
but some are able to focus on their inner power and
force their aging early. Earning experience and leveling
up as a Dragon represents this magical aging, rather
than multiclassing to focus on other skills and allow
aging to progress as normal.
Starting at 5th level, you are a Wyrmling. At 11th
level, you are now a Young Dragon. Your growth is
smooth and continuous; these points just mark when
you reach new categories. You gain the following

8
Dragon Magic Red Dragon

At 9th level, and again at 15th level, your inner power 9th level: Locate object 1 time
manifests as innate magic. While only some dragons 15th level: Suggestion 3 times
focus on casting spells, all gain some magical abilities Silver Dragon
as they grow in power. The ability you gain is based on 9th level: Feather fall 3 times
your draconic lineage. Unless otherwise noted, you 15th level: Fog cloud (as second level) 3 times
recover all uses of these abilities after a long rest.
You use your Charisma to determine the save DCs of White Dragon
your Dragon Magic abilities. 9th level: Fog cloud 3 times
15th level: Gust of wind 3 times
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier Draconic Resilience
Spell attack modifier = your proficiency bonus + At 10th level, your draconic resilience solidifies. You
your Charisma modifier
gain proficiency in all saving throws.
You do not need to provide spell components for Recharge Breath
these spells; they are innate magical abilities, requiring
only the action to cast them. Starting at 17th level, you can recharge your breath
Black Dragon weapon as an action. You take a deep inhale that is
9th level: Entangle 3 times. audible to those around you.
15th level: Darkness 3 times. Frightful Presence
\pagebreakNum At 18th level, you become a terrifying force not to be
reckoned with. As an action, you can bare your presence
Blue Dragon
3 times to strike fear into your enemies. Each creature of your
9th level: Create/cestroy water
Sound Imitation: You can mimic any voice choice that is within 120 feet of you who can see you
15th level:
or sound you have heard, anytime you want. must succeed on a Wisdom saving throw or become
Listeners must succeed on a Wisdom save against Frightened of you for 1 minute. You use your Charisma
your spell save DC to tell it is fake, and they suffer modifier when setting the saving throw DC for your
disadvantage on their save. frightful presence.
Brass Dragon Frightful Presence Save DC = 8 + your proficiency
bonus + your Charisma modifier
9th level: Speak with animals 3 times
15th level: Suggestion 3 times A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Bronze Dragon If a creature’s saving throw is successful or the effect
9th level: Fog cloud 3 times ends for it, the creature is immune to your Frightful
15th level: Create food and water 1 time Presence for the next 24 hours. You may use this ability
Copper Dragon
in your natural form or in your alternate form.
9th level: Tasha’s hideous laughter 3 times Living Legend
15th level: Stone shape 1 time At 20th level, you fully grow into your great and terrible
Gold Dragon strength. Your Strength and Constitution scores
9th level: Bless 3 times increase by 4. Your maximum for these scores is now
15th level: Luckstone 1 time: You can use an action 24.
to touch a gem, usually one embedded in your hide,
and fill it with good luck. The gem becomes a
Luckstone (Stone of Good Luck; DMG 205). The
holder gains a +1 bonus to ability checks and saving
throws. You can give it to another creature. The
bonus remains until you take a long rest.
Green Dragon
9th level: Charm person 3 times
15th level: Suggestion 3 times

9
Draconic Archetypes Wing Attack
Starting at 18th level, your wings have grown strong
In addition to differences from their color, dragons enough to be an offensive weapon. As a bonus action,
differ in their approach and which skills they choose to you can make a wing attack. Each creature within 5 ft.
develop. Your choice of draconic archetype shows this of you must succeed on a Dexterity saving throw or take
focus. 1d4 + your Strength modifier bludgeoning damage and
Drake be knocked prone. You can then fly up to your fly speed.
A drake is a dragon who has given into their feral, The save DC is equal to 8 + your Strength modifier +
bestial nature. They revel in melee combat, where they your proficiency bonus. You must be in your draconic
savor the blood of their foes and the feel of their final form to use this ability.
breaths. Serpent
Feast A serpent is a dragon who focuses upon the mystical
Starting at 3rd level, your bestial nature gives you an power inherent to dragons. While all dragons eventually
unquenchable appetite for battle, and flesh. As a bonus develop some magical abilities related to their lineage, a
action, you can consume a dead or dying creature within serpent is a true spellcaster.
5 feet of you that is at least Small size (or a small-sized Spellcasting
portion there of), regaining 1d12 hit points, plus a At 3rd level, your draconic power manifests as innate
number of hit points equal to your dragon level. The spellcasting. Many sorcerers in the world claim to have
creature must have a physical body and not be of the the blood of dragons in their veins, and you are proof of
construct, elemental, ooze, or undead types (unless it is that power. While a sorcerer’s power grows faster than
otherwise similar to a flesh and blood creature). You yours, yours is in addition to your formidable draconic
regain this ability after a short rest; it takes time to armaments.
digest and build up an appetite again. You must be in Cantrips: You learn two cantrips of your choice from
your draconic form to use this ability. the sorcerer spell list. You learn an additional sorcerer
Metallic dragons have qualms against eating cantrip of your choice at 10th level.
intelligent creatures, especially humanoids, and prefer Spell Slots: The Serpent table shows how many spell
to only eat dead prey. Chromatic dragons lack these slots you have to cast your spells of 1st level and higher.
qualms, and some particularly sadistic ones may prefer To cast one of these sorcerer spells, you must expend a
them. slot of the spell’s level or higher. You regain all
Feral Instincts expended spell slots when you finish a long rest.
At 7th level, you gain proficiency in the Intimidation For example, if you know the 1st-level spell false life
skill. If you were already proficient in the Intimidation and have a 1st-level and a 2nd-level spell slot available,
skill, you may add double your proficiency bonus to you can cast false life using either slot.
Charisma (Intimidation) ability checks.
You also gain advantage on Wisdom (Insight) checks
to detect hostile intentions, and on Initiative checks.
Your instincts are always primed.
Vice Grip
Starting at 13th level, your bite has become like an iron
vice. When you hit a creature with a bite attack, you can
choose to also initiate a grab. You gain advantage on
your Strength (Athletics) checks to initiate and maintain
the grab. While you have a creature grabbed, your bite
attacks against it gain advantage, and your bite attack
can only be used against that target. If you use your
breath weapon while grabbing a target with this ability,
it has disadvantage on its saving throw to reduce the
damage. You must be in your draconic form to use this
ability.
If you use this ability on a creature larger than you,
you latch onto it instead while you maintain the grab. It
is not slowed by your grab (unless it cannot carry your
weight), and you cannot move it with your movement.
But, you automatically move with it if it moves while you
are still grabbing it.
10
Serpent Spellcasting components as long as they are on your body. Most
serpents embed these components into their scales.
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
If you multiclass as a sorcerer, this ability applies to
3rd 2 3 2 — — —
your sorcerer spell slots as well. It does not apply to any
4th
5th
2
2
4
4
3
3





— other spell slots gained through any other means.
6th 2 4 3 — — — Channel Arcana
7th 2 5 4 2 — —
Starting at 7th level, you learn to channel your arcane
8th 2 6 4 2 — —
power into destructive energy to enhance your attacks.
9th 2 6 4 2 — —
When you hit a creature with your bite attack, you can
10th 3 7 4 3 — —
expend one spell slot to deal damage to the target of
11th 3 8 4 3 — —
your lineage energy type, in addition to your bite’s
12th 3 8 4 3 — —
damage. The extra damage is 2d8 for a 1st-level spell
13th 3 9 4 3 2 —
slot, plus 1d8 for each spell level higher than 1st, to a
14th 3 10 4 3 2 —
maximum of 5d8.
15th 3 10 4 3 2 —
You also gain a bonus to damage with your cantrips
16th
17th
3
3
11
11
4
4
3
3
3
3


equal to your Charisma modifier.
18th 3 11 4 3 3 — Spell Resistance
19th 3 12 4 3 3 1 Starting at 13th level, your close affinity with magic
20th 3 12 4 3 3 1 grants you advantage on saving throws against spells.
Spells Known of 1st level and Higher: Starting at 3rd Scales like Steel
level, you know three 1st-level spells of your choice from Upon reaching 18th level, you gain resistance to
the sorcerer spell list. bludgeoning, piercing, and slashing damage from
The Spells Known column of the Serpent table shows nonmagical weapons.
when you learn more sorcerer spells of your choice.
Each of these spells must be of a level for which you Wyrm
have spell slots. For instance, when you reach 4th level A wyrm is a dragon who focuses upon the power of their
in this class, you can learn one new spell of 1st or 2nd breath weapon. A dragon’s breath weapon is what
level. separates it from other draconic beings, like wyverns. It
Additionally, when you gain a level in this class, you is the heart of their power, and a wyrm’s breath is
can choose one of the sorcerer spells you know and unlike any other.
replace it with another spell from the sorcerer spell list,
which also must be of a level for which you have spell Elemental Spit
slots. Starting at 3rd level, you gain the ability to quickly spit a
Spellcasting Ability: Charisma is your spellcasting small amount of your elemental energy at will. While
ability for your sorcerer spells, since your power is your breath weapon still has to take time to recharge,
drawn from your force of will. You use your Charisma this allows you to fight at range constantly.
whenever a spell refers to your spellcasting ability. In As an action, you can make a ranged spell attack,
addition, you use your Charisma modifier when setting using your Constitution modifier and proficiency bonus
the saving throw DC for a sorcerer spell you cast and for the attack bonus. It has a range of 120 feet. On a hit,
when making an attack roll with one. the target takes 2d6 plus your Constitution modifier
damage of your lineage element.
Spell Save DC = 8 + your proficiency bonus + As you gain levels, your spit’s damage increases. It
your Charisma modifier
becomes 3d6 at 5th level, 4d6 at 7th, 5d6 at 9th, 6d6 at
Spell attack modifier = your proficiency bonus + 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at
your Charisma modifier
19th.
Innate Magic
Your magic is innate, truly coming from within. Starting Enhanced Breath
at 3rd level, you may ignore any material components At 7th level, you gain a new breath weapon option.
that do not have a listed price, as if you were casting When you use your breath weapon, you choose which
with an arcane focus. You still must provide the spell’s option to use. All saving throw DCs are your Breath
verbal and somatic components. Weapon DC.
While you do not require the use of a focus, you are
able to use an arcane focus as long as it is on your body.
Additionally, you may employ expensive material

11
Black Dragon; Caustic Breath: If a creature fails its Red Dragon; Searing Breath: If a creature fails its
Dexterity save against your breath weapon, it continues Dexterity save against your breath weapon, it continues
to take 5 acid damage at the start of each turn. At the to take 5 fire damage at the start of each turn. At the
end of each turn, it may make a Constitution save to end end of each turn, it may make a Dexterity save to put out
this effect. A creature can only have one of these effects the flames and end this effect. A creature can only have
on it at any one time. This breath weapon deals 2d6 one of these effects on it at any one time. This breath
damage less than your standard breath weapon. weapon deals 2d6 damage less than your standard
Blue Dragon; Shocking Breath: If a creature fails its breath weapon.
Dexterity save against your breath weapon, it becomes Silver Dragon; Paralytic Breath: You gain an
unable to take reactions. At the end of each turn, it may additional breath weapon, a cone of paralyzing gas. It is
make a Constitutions save to end this effect. This breath a cone sized for your age category. Each creature in the
weapon deals 2d6 damage less than your standard area must succeed on a Constitution saving throw or be
breath weapon. paralyzed for 1 minute. A creature can repeat the saving
Brass Dragon; Pacifying Breath: You gain a new throw at the end of each of its turns, ending the effect on
breath weapon option, a cone of pacifying gas. It is a itself on a success.
cone sized for your age category. Each creature in that White Dragon; Frigid Breath: If a creature fails its
area must succeed on a Constitution saving throw or fall Constitution save against your breath weapon, its speed
unconscious for up to 1 minute. This effect also ends for is reduced by half for 1 minute. At the end of each turn,
a creature if the creature takes damage or someone it may make a Constitutions save to end this effect. This
uses an action to wake it. breath weapon deals 2d6 damage less than your
Bronze Dragon; Repulsion Breath: You gain an standard breath weapon.
additional breath weapon, a cone of repulsive energy. It
is a cone sized for your age category. Each creature in Ignore Resistance
that cone must make a Strength saving throw. On a At 7th level, your elemental power burns, freezes, and
failed save, the creature is pushed 60 feet away from shocks stronger than others’. You ignore resistance to
you. damage of your lineage’s energy type.
Copper Dragon; Slowing Breath: You gain an Elemental Expulsion
additional breath weapon, a cone of slowing gas. It is a At 13th level, your elemental power has begun to boil
cone sized for forth, and your body is barely able to contain it. As an
your age category. Each creature within the cone action, you can attack with a burst of energy around you.
must succeed a Constitution save or be slowed for up to Each creature other than you within 10 feet of you must
1 minute. While under its effect, a creature’s speed is make a saving throw (Dexterity for black, blue, brass,
halved, it can’t use reactions. On its turn, it can use bronze, copper, gold, and red; Constitution for green,
either an action or a bonus action, not both. Regardless silver, and white) against your breath weapon save DC.
of the creature’s abilities or magic items, it can’t make A creature takes 3d10 plus your Constitution modifier
more than one melee or ranged attack during its turn. If damage of your lineage elemental type on a failed save,
the creature attempts to cast a spell with a casting time or half as much on a successful one.
of 1 action, roll a d20. On an 11 or higher, the spell This damage increases to 4d10 at 17th level.
doesn’t take effect until the creature’s next turn, and the
creature must use its action on that turn to complete the Elemental Rebuke
spell. If it can’t, the spell is wasted. The creature can At 17th level, you are brimming with so much elemental
repeat the saving throw at the end of each of its turns, energy that it only needs the slightest provocation to
ending the effect on itself with a successful save. come forth. When you are hit with a melee attack, you
Gold Dragon; Weakening Breath: You gain an
additional breath weapon, a cone of weakening gas. It is can use your reaction to lash out at your attacker with
a cone sized for your age category. Creatures in that elemental energy. Your attacker must make a saving
area must succeed on a Strength saving throw or have throw (Dexterity for black, blue, brass, bronze, copper,
disadvantage on Attack rolls, Strength checks, and gold, and red; Constitution for green, silver, and white)
Strength saving throws for 1 minute. A creature can against your breath weapon save DC. It takes 2d10 plus
repeat the saving throw at the end of each of its turns, your Constitution modifier damage of your lineage
ending the effect on itself on a success. element on a failed save, or half as much on a
Green Dragon; Toxic Breath: If a creature fails its
successful save.
Constitution save against your breath weapon, it Ignore Immunity
becomes poisoned (disadvantage on attacks and At 17th level, your elemental power becomes so
checks). At the end of each turn, it may make a destructive, almost nothing can ignore it. Against your
Constitutions save to end this effect. This breath lineage’s damage type, you treat damage immunity as
weapon deals 2d6 damage less than your standard damage resistance (this is not further ignored by your
breath weapon. Ignore Resistance).
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